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  KustomShop
Posted by: kyonides - 01-11-2024, 09:42 AM - Forum: Scripts Database - Replies (10)

KustomShop
XP + VX + ACE
Version 1.2.1

by Kyonides

Introduction

Change the way your shop looks and even make it a Cash purchase only or a sell only store!
Or change the percent your heroes Orson Slayne Ghim will get for selling their items!
Indifferent Fine. Let them get a discount as well but don't spoil them too much! Sarcasm + Confused

Side Notes

Sell Only Stores requires a single shop item to work properly, even if it will never be sold.
RMXP: The script will automatically look for a Title backdrop with the same name as the Battleback set for the current map.
Other Engines: You can predefine a backdrop or use a script call to change it at any given time.

Script Calls

Setup Your Shop! - 3 Options
Reminder:  BuyOrSell stands for :buy or :sell or nil for normal behavior.
In RMVX & RMVX ACE it is called SellOnly for the purchase only option is already available.
MemorizeLimits is a boolean, i.e. true or false.

Code:
setup_shop(BuyOrSell, MemorizeLimits)
setup_shop(BuyOrSell, MemorizeLimits, SellPercent)
setup_shop(BuyOrSell, MemorizeLimits, SellPercent, DiscountPercent)

Example:
Code:
setup_shop(nil, true, 70, 10)

Set Item Limits but not more than the total number of goods available.

Code:
items_max(ItemMax1, etc.)

Example for a Shop with just 3 goods:
Code:
items_max(20, 10, 30)

Screenshots

6 Snapshots


Terms & Conditions

Free for non commercial games.
Contact me if you are going commercial. It is inexpensive.
Due credit is mandatory.
Include a link to this post.
That's it! Tongue sticking out



Attached Files
.jpg   kustomshop_xp001.jpg (Size: 98.69 KB / Downloads: 22)
.jpg   kustomshop_xp002.jpg (Size: 89.77 KB / Downloads: 22)
.jpg   kustomshop_vx001.jpg (Size: 78.46 KB / Downloads: 11)
.jpg   kustomshop_vx002.jpg (Size: 80.41 KB / Downloads: 11)
.jpg   kustomshop_ace001.jpg (Size: 88.01 KB / Downloads: 10)
.jpg   kustomshop_ace002.jpg (Size: 79.04 KB / Downloads: 10)
Print this item

Photo Victor SenArt
Posted by: Victor Sena - 01-11-2024, 02:41 AM - Forum: Resources Database - No Replies

[Image: ynQpEVZ.png]
"Vash Maker" since: 2010~2016 ➝ "Victor SenArt" on: 2023~2024

This topic aims to provide all my usable material so that users can use them in their projects in any way they wish, I will keep this topic updated when new packages or graphic materials appear. Finally, this topic is not for orders or commissions, to discuss these matters, please contact us via social media or email.

MATERIAL

[Image: 9nh9uOY.png]

RTP VXP
[Image: 6AJ7aVd.png][Image: q2ZE9eq.png][Image: AeMWeyx.png][Image: MOu8TNT.png][Image: 8XSCp1i.png][Image: Dq2VKko.png][Image: 6PttxmP.png][Image: wmtmb6v.png]
Graphics redesign ❗



Button (Size: 90x30)
[Image: JmrwQVh.png]
Code:
[url=https://victorsenart.carrd.co][img]https://i.imgur.com/JmrwQVh.png[/img][/url]
Code:
<a href="https://victorsenart.carrd.co/" target="_blank"><img src="https://i.imgur.com/JmrwQVh.png"/></a>

Banner (Size: 143x40)
[Image: oBqiT3z.png]
Code:
[url=https://victorsenart.carrd.co][img]https://i.imgur.com/oBqiT3z.png[/img][/url]
Code:
<a href="https://victorsenart.carrd.co/" target="_blank"><img src="https://i.imgur.com/oBqiT3z.png"/></a>

Print this item

  The Weekly Gazette 01-07-2024
Posted by: DerVVulfman - 01-08-2024, 06:00 AM - Forum: Announcements and Updates - No Replies

[Image: Gazette.png]

(January 1 to January 7, 2024)

Welcome dear readers to the latest issue of the Weekly Gazette! Here in the Gazette, we give you the news in brief of what occurred in the past week as well as provide any news happening in Save-Point itself

Official Area
General Chat
Now into the new, the end of 2023 was on the mind of people like Remi-chan who appeared to have a few predictions, some for the future while others already came to pass. And for KasperKalamity, he has some advice for those in need of refrigeration during the winter months.

This week, Iran is now making bold appearances within this week's News of the World as it sent a warship to support Houthis aggression on all commercial travel in the Red Sea. But as the week began, a bomb exploded in Iran killing hundreds at Terror Chief Qasem Soleimani’s Tomb. Contrary to what some believed at the start, it wasn't an attack by Israel or its supporters, but by ISIS itself! However, Israel did kill the Deputy Leader of Hamas, with the Chief of Hezbullah threatening a 'No-Limits' war. The illegal migrant crisis is not just a thing within the U.S., but worldwide as Germany says it has reached its highest level since 2015, and the U.N. contronts Cuba over charges that the nation is selling its own citizens to countries like Qatar into slavery. But in the U.S., Director Mayorkas of the DHS has hidden an influx of an additional three-million the 2.3 that crossed the southern U.S. border in 2023. Courtroom drama too hit this week's news as the Supreme Court is set to hear former President Trump's appeal after Colorado removed him from the presidential election ballot. Judicial Watch had just filed a $30 Million wrongful death lawsuit againt the U.S. government in the death of Ashli Babbit, an Air Force veteran shot while unarmed on January 6. American victims of the October 7 Hamas Attack plan to sue North Korea for supplying the arms used by the terrorists. And after all these years, the first of the Jeffrey Epstein documents have been unsealed, revealing names associated with the late convicted sex offender. An independent study debunking the notion of Extremists in the U.S. military, Black Lives Matter joining in with Pro-Palestinans to clash with Police in London, England, Harvard's President resigns after her plagiarism and anti-semetic scandals, the arrest of Syria and Lebanese nationals in Argentina in connection to anti-Israeli terror plot, farmers in Germany block the Vice-Chancellor from disembarking in Schluettsiel in protest to cut in agricultural subsidies, and much more hit this week's news.
Reduced from 10K words to 344


Tech Talk
For those interested in the News of the Cyber World, you may wish to reconsider Artificial Intelligence to serve your medical needs. Cohen's Children Medical Center recently put ChatGPT-4 to the test, and it scored a dismal 17% failing grade. If you were concerned about privacy, be forewarned that Facebook's new Link History feature tracks and stores your browser history while on its application. While claiming you will never lose a link again, the feature will also use your history to fine-tune ad targeting. Google claims it has worked out a 'Robot Constition' of sorts, based in spirit of Asimov's Three Laws of Robotics. And in the world of electric vehicles, Elon Musk's Tesla suffers from millions in vehicle recalls and reduced driving range. Of course, there is more to read if you are indeed interested in this week's CyberNews.



Games Development
Development Discussion
If you are the curious sort or the sort who wishes to share, then feel free to just say "What's up all you RMers!" Worried about game development on other PCs, Steel Beast 6Beets was curious if RPGMaker XP had issues with newer operating systems. Both DerVVulfman and kyonides quickly responded that none exist, and Remi-chan recommended using Windows 10 rather than the version 8.1 of which he was inquiring. Meanwhile, Remi-chan felt the need to show a pair of new youtube videos depicting upcoming conflicts within current and future games.


Complete Projects
Appearing this week is Just Another Crisis: The Shutdown, a game by kyonides, an entry into the One-Map Game Challenge at RPGMakerWeb. His game takes place on a small floating island as you explore the driving motivations of those who reside.


Upcoming Projects
Starmage's latest work is Heroes of the Seasons, an entry for a Christmas Jamboree. But while showing off his game, he also announced he was in need to raise money to pay an artist for a graphic makeover.



Material Development
Script Requests
A bug within kyonides' Battle Item Count VX was recently reported, but was quickly repaired.

Just this week, kyonides added two new options to RandomReward. The first option is to let events appear to win prizes. And the second is to actually rig the system to deliver a specified reward on command.

If you had issues with the actor being unable to fight unarmed, the Weaponless Aktor XP for RPGMaker XP by kyonides may be just what you want. The initial attack values which delivers combat damage may now be set or changed during gameplay.

If your RPGMaker VXAce game has need of something other than traditional skill points to deliver an attack, the Skill Item Kost ACE by kyonides can let you use items in their place.

Per a request, kyonides fashioned his Skip Title Once script. Designed for the Ruby-Script line of RPGMaker engines, you can bypass the title screen at game start. Of course, kyonides has no illusions that other scripts similar do exist.

Note tags tend to act as extra fields of data for custom script systems. But kyonides' Switch Tags allows you to use them to handle the built-in RPG Switches, turning them on and/or off. Originally designed for RPGMaker VXAce, a version for RPGMaker VX was quickly released.



Creativity Section
Music and Audio
If you have a game that heralds back to the 80ss, then be glad that Eric Matyas is Sharing His Original Music and Sounds. The latest two pieces, "Spiff Spacely" and "Pixel Cha-Cha" surely deliver the ambience of the 8-bit techno style, even if the latter work has a slightly latin edge. Meanwhile, Eric is contemplating the use of the .wav format instead of .mp3 for his released tracks, a tradeoff of larger-sized files for better quality audio.


Art and Design
A new year unfolded this week, and within Remi-chan's Neato Arty thread thing you can see the fruits of her labor. A calendar with one of her artworks per month.


Literature Section
A prelude of things to come within her game involving three sisters and the fate of all now appears within Remi-chan's Writing Snippets. As the creator of the simulation the sisters are a part begins to twinge in heartache, the three girls resolve to face an obstacle more powerful and dangerous.



Well, that's it for this week.

"I can give you a definite perhaps." - Samuel Goldwyn (1879-1974)


PROSPECTIVE GAZETEERS!

If you are the creator of a thread in Save-Point, you have the option of sending/writing your own entry into the Gazette. The Gazette accepts write-in announcements (which will be doublechecked). Likewise, the Gazette would welcome other content such as a comic-strip series, ongoing story arc, or the like.

Just PM DerVVulfman with the submissions. Submissions must be in by 10pm EST.

Print this item

  Switch Tags
Posted by: kyonides - 01-08-2024, 01:08 AM - Forum: Scripts Database - Replies (1)

Switch Tags
VX + ACE

by Kyonides

Introduction


With this scriptlet you will be able to turn on or off any given switch by leaving 3 different tags in the show text box! Grinning
You will see the effects of that action while it is still printing the text on screen! Shocked

VX Script

Code:
# * Switch Tags VX * #
#   Scripter : Kyonides Arkanthes
#   2024-01-07

# The script implements the use of 2 game switch tags that look something like
# this: First \s[10] and later \+ or \-

class Window_Message
  alias :kyon_switch_tag_win_mess_conv_sp_char :convert_special_characters
  def convert_special_characters
    @switch_block = Proc.new {}
    @text.gsub!(/\\\+/, "\x18")
    @text.gsub!(/\\\-/, "\x19")
    kyon_switch_tag_win_mess_conv_sp_char
    @text.gsub!(/\\s\[(\d+)\]/i) { @switch_block = switch_proc($1.to_i); "" }
  end

  def switch_proc(switch_id)
    Proc.new do |state|
      $game_switches[switch_id] = state
      $game_map.need_refresh = true
    end
  end

  def process_character(c)
    case c
    when "\x01"
      @text.sub!(/\[([0-9]+)\]/, "")
      contents.font.color = text_color($1.to_i)
    when "\x02"
      @gold_window.refresh
      @gold_window.open
    when "\x03"
      @wait_count = 15
      @break = true
    when "\x04"
      @wait_count = 60
      @break = true
    when "\x05"
      self.pause = true
      @break = true
    when "\x06"
      @line_show_fast = true
    when "\x07"
      @line_show_fast = false
    when "\x08"
      @pause_skip = true
    when "\x18"
      @switch_block.call(true)
    when "\x19"
      @switch_block.call(false)
    else
      contents.draw_text(@contents_x, @contents_y, 40, WLH, c)
      c_width = contents.text_size(c).width
      @contents_x += c_width
    end
  end

  def update_message
    loop do
      c = @text.slice!(/./m)
      case c
      when nil
        finish_message
        break
      when "\x00"
        new_line
        if @line_count >= MAX_LINE
          unless @text.empty?
            self.pause = true
            break
          end
        end
      end
      process_character(c)
      if @break
        @break = nil
        break
      end
      break unless @show_fast or @line_show_fast
    end
  end
end

VX ACE Script

Code:
# * Switch Tags ACE * #
#   Scripter : Kyonides Arkanthes
#   2024-01-07

# The script implements the use of 2 game switch tags that look something like
# this: First \s[10] and later \+ or \-

class Window_Base
  alias :kyon_switch_tag_win_bs_conv_esc_char :convert_escape_characters
  def convert_escape_characters(text)
    @switch_block = Proc.new {}
    result = kyon_switch_tag_win_bs_conv_esc_char(text)
    result.gsub!(/\es\[(\d+)\]/i) do
      @switch_id = $1.to_i
      @switch_block = Proc.new {|state| $game_switches[@switch_id] = state }
      ""
    end
    result
  end

  def obtain_escape_code(text)
    text.slice!(/^[\+\-\$\.\|\^!><\{\}\\]|^[A-Z]+/i)
  end
end

class Window_Message
  alias :kyon_switch_tag_win_mess_proc_esc_char :process_escape_character
  def process_escape_character(code, text, pos)
    case code
    when '+'
      @switch_block.call(true)
    when '-'
      @switch_block.call(false)
    end
    kyon_switch_tag_win_mess_proc_esc_char(code, text, pos)
  end
end

Terms & Conditions

Free for use in ANY game. Gamer
Due credit is optional.
That's it! Tongue sticking out

Print this item

  Skip Title Once
Posted by: kyonides - 01-07-2024, 01:26 AM - Forum: Scripts Database - No Replies

Skip Title Once
XP + VX + ACE

by Kyonides

Introduction

This simple scriptlet was created after a fellow forumer had posted a thread asking for such a thing to be published here.

I don't recall any other script at this point so I'm simply posting it here.

This doesn't mean that there are not similar scripts on the web, guys. Happy with a sweat

XP Version
Code:
# * Skip Title Once XP * #
#  Plug & Play Script
#  Scripter : Kyonides Arkanthes
#  2024-01-06

class Scene_Title
  SAVE_FILENAME_FORMAT = "Save*.rxdata"
  alias :kyon_skip_title_once_scn_ttl_main :main
  def main
    if $BTEST or Dir[SAVE_FILENAME_FORMAT].any?
      kyon_skip_title_once_scn_ttl_main
    else
      goto_first_map
    end
  end

  def goto_first_map
    load_database
    command_first_game
    Graphics.freeze
  end

  def load_database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes      = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items        = load_data("Data/Items.rxdata")
    $data_weapons      = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies      = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
  end

  def command_first_game
    Graphics.frame_count = 0
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables    = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party        = Game_Party.new
    $game_troop        = Game_Troop.new
    $game_map          = Game_Map.new
    $game_player        = Game_Player.new
    $game_party.setup_starting_members
    $game_map.setup($data_system.start_map_id)
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $game_map.autoplay
    $game_map.update
    $scene = Scene_Map.new
  end
end

VX Version
Code:
# * Skip Title Once VX * #
#  Plug & Play Script
#  Scripter : Kyonides Arkanthes
#  2024-01-06

class Scene_Title
  alias :kyon_skip_title_once_scn_ttl_main :main
  def main
    if $BTEST
      battle_test
    else
      check_continue
      @continue_enabled ? super : goto_first_map
    end
  end

  def goto_first_map
    load_database
    create_game_objects
    command_first_game
    Graphics.freeze
  end

  def command_first_game
    confirm_player_location
    $game_party.setup_starting_members
    $game_map.setup($data_system.start_map_id)
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    $game_player.refresh
    $scene = Scene_Map.new
    Graphics.frame_count = 0
    $game_map.autoplay
  end
end

VX ACE Version
Code:
# * Skip Title Once ACE * #
#   Plug & Play Script
#   Scripter : Kyonides Arkanthes
#   2024-01-06

module SceneManager
  def self.run
    DataManager.init
    Audio.setup_midi if use_midi?
    @has_save_files = DataManager.save_file_exists?
    unless @has_save_files
      DataManager.setup_new_game
      $game_map.autoplay
    end
    @scene = first_scene_class.new
    @scene.main while @scene
  end

  def self.first_scene_class
    $BTEST ? Scene_Battle : @has_save_files ? Scene_Title : Scene_Map
  end
end

Terms & Conditions

Just grab it and use it as many times as possible. Grinning
That's it! Tongue sticking out
Really, that's all you need to know. Winking

Print this item

  Skill Item Kost ACE
Posted by: kyonides - 01-03-2024, 12:07 AM - Forum: Scripts Database - No Replies

Skill Item Kost ACE

by Kyonides

Introduction

Now you can set a new type of skill cost: some required items!

It is compatible with both the default BS and Yanfly's battle engine.

How to Use

It's very simple. Just place up to 8 tags in the skill's notebox and that's it! :D

Example:

Code:
<cost item 1 units 5>
<cost item 4 units 2>

Skills without any note tags will still work flawlessly. Winking

2 Screenshots


Terms & Conditions

Free for use in ANY game.
Due credit is mandatory.
That's it! Tongue sticking out



Attached Files
.jpg   skill_item_kost_ace01.jpg (Size: 65 KB / Downloads: 2)
.jpg   skill_item_kost_ace02.jpg (Size: 63.99 KB / Downloads: 2)
Print this item

  Weaponless Aktor XP
Posted by: kyonides - 01-02-2024, 08:44 AM - Forum: Scripts Database - No Replies

Weaponless Aktor XP

by Kyonides

Introduction

Perhaps you didn't notice it before but RMXP has no default ATK or PDEF or MDEF or EVA value for actors.

You're supposed to equip a weapon or some piece of armor in order to get those badly needed points.

Well, not anymore! Grinning

Now you can set an initial value and even change it during gameplay! Winking

The Script

Please read the comments embedded in the script.

Code:
# * Weaponless Aktor XP * #
# * Weaponless & Armorless Actor's Base Stats for XP * #
#   Scripter : Kyonides Arkanthes
#   2024-01-02

# * How to Configure the Script * #

# If you want to set Aluxes's or Basil's Base ATK to any value other than zero,
# go type something like this:

# ATK  = { 1 => 5, 2 => 4, etc. }

# Aluxes' ID is 1 and Basil's is 2.
# It is the same procedure for any of the 4 weaponless stats.

# * How to Set a Default Value * #

# Let us say that you want to set a different Base ATK value for anybody else
# other than Aluxes and Basil. Then type anything like the following line:

# ATK.default = 2

# This means that Gloria and Hilda would get 3 ATK points even if they forgot
# to bring any staff or rod with them!

# * Other Script Calls * #

# - Step 1: Find an Actor - 2 Methods
# actor = $game_actors[ActorID]
# actor = $game_party.actors[Position]

# - Step 2: Change any of his or her initial stats:
# actor.init_atk += 10
# actor.init_pdef += 10
# actor.init_mdef += 10
# actor.init_eva += 10

module WeaponlessAktor
  ATK  = { 1 => 5 }
  PDEF = { 1 => 5 }
  MDEF = { 1 => 5 }
  EVA  = { 1 => 5 }
  ATK.default = 0
  PDEF.default = 0
  MDEF.default = 0
  EVA.default = 0
end

class Game_Actor
  alias :kyon_gm_act_base_stats_setup :setup
  alias :kyon_gm_act_base_stats_base_atk :base_atk
  alias :kyon_gm_act_base_stats_base_pdef :base_pdef
  alias :kyon_gm_act_base_stats_base_mdef :base_mdef
  alias :kyon_gm_act_base_stats_base_eva :base_eva
  def setup(actor_id)
    @init_atk  = WeaponlessAktor::ATK[actor_id]
    @init_pdef = WeaponlessAktor::PDEF[actor_id]
    @init_mdef = WeaponlessAktor::MDEF[actor_id]
    @init_eva  = WeaponlessAktor::EVA[actor_id]
    kyon_gm_act_base_stats_setup(actor_id)
  end

  def base_atk
    kyon_gm_act_base_stats_base_atk + @init_atk
  end

  def base_pdef
    kyon_gm_act_base_stats_base_pdef + @init_pdef
  end

  def base_mdef
    kyon_gm_act_base_stats_base_mdef + @init_mdef
  end

  def base_eva
    kyon_gm_act_base_stats_base_eva + @init_eva
  end
  attr_accessor :init_atk, :init_pdef, :init_mdef, :init_eva
end

Terms & Conditions

Free for use in ANY game. Gamer
Due credit is mandatory.
That's it! Tongue sticking out

Print this item

  The Weekly Gazette 12-31-2023
Posted by: DerVVulfman - 01-01-2024, 05:59 AM - Forum: Announcements and Updates - No Replies

[Image: Gazette.png]

(December 25 to December 31, 2023)
End of the Year Edition

Welcome dear readers to the latest issue of the Weekly Gazette! Here in the Gazette, we give you the news in brief of what occurred in the past week as well as provide any news happening in Save-Point itself

Official Area
General Chat
Seasons greeting were on the mind of DerVVulfman who wished everyone both a Merry Chrostmas and a Happy New Year.

During the holiday season, you can always find something to watch and pick up your spirits. And if you asked DerVVulfman just What are YouTubing?, he found a Christmas light show wish a rock-based Carol being performed.

Turmoil during the holiday season hit this week's News of the World as Nicaragua arrests Evangelicals and a Catholic bishop before Christmas, a would-be bomber was arrested in London, an islamic terrorist identified in Germany, and France mobilizes tens of thousands as New Years Clebrations are under a high-teror threat. The war between Ukraine and Russia heats up as a Russian missile fired at Ukraine violated NATO air space. And Hungary might no longer be able to halt the EU deal for Ukraine Aid. And of the violence in the middle east, war crimes keep mounting for Hamas as Israel points to an Indonesian Hospital used as another terror base. And the U.S. merely shooting down Houthis missiles had come to an end. The U.S. Navy answered a distress call of a container ship under Houthis attack, sinking the three attacking Houthis vessels. U.S. President Biden sought aid from Mexico's president to quell the flood of Illegal Aliens, with Mexico suggesting it will instead increase unless the U.S. delivers funds. And instead of enforcing immigration laws, Biden has chosen to threatened to sue Texas who is doing just that. Meanwhile it was uncovered that Pakistan has a program to flood the U.S. with even more immigrants. Former President Trump's removal and returns to state ballots, India's defiant refusal to drop coal energy, Bolivia's false arrest warrants for a fake 2019 coup, International in Taiwan, El Salvador, and much more hit this week's news.
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Tech Talk
This week, Google dominated the News of the Cyber World as the tech giant may lay off their sales staff in favor of an AI run system, and settled a class action lawsuit where Chrome users who used the 'Incognito' (or privacy) setting were still being tracked without permission. Legal issues hit the A.I. world as the New York Times is suing OpenAI and Microsoft for copyright infringement, the chatbox system using the Times's content without permission or compensation. And for the New York fraud case against Donald Trump, D.A. Bragg's case against the former President may be in danger, finding its key witness used A.I. to generate fake citations against Trump. And with shoplifing on the rise, retailers may be reconsidering the Self-Checkout stations which initially cut labor costs, bot now found shoplifing accounts on the rise as they depend upon customers to scan and register their purchases themselves. The pileup of unwanted electric vehicles, the trials and tribulations of Elon Musk, and more issues regarding Artificial Intelligence was in this week's cybernews.

Could things be any more inane than finding that the Chinese Hackers who flew the massive spy balloon over the United States utilized American internet services to send short burst transmissions of data to the Chinese Communist Party? It was originally suggested that the spy balloon made connections for navigation purposes, but an official assesment suggested otherwise. And the internet company, currently un-named, is denying its use during the matter.



Material Development
Scripts Database
This week, kyonides added a message display option to KBattlerEats. Before this, only a sound effect was used to inform the player when items requested by the feature became available to the party.

After a year, kyonides returned to update KBribe. As of now, the new edition can limit the number of times you may be able to bribe individual enemies. Options are available to let one determine when to reset counters, including after each battle.

Written a decade ago, and with but need for a scant bug fis in 2021, KTimers now returns to the forefront. This script devised by kyonides to control event control by way of built-in timers is now available in all three Ruby-Script editions of the RPGMaker line.

kyonides updated the SortData set allowing you to sort lists by ID, Name or item cost. And he of course provided a set of working demos.

Are you tired that the default shop system always the same regardless of shopkeeper? If so, then KDirtyShop may be what you need. Using a simple common event, you can be pressured to pay the store owner a fee just for browsing. It was originally made for RPGMaker VXAce, but was quickly adapted for the other two Ruby-Script engines.

If you have need for a simple lottery system in your game, then you may need to check out RandomReward by kyonides. Designed for all three Ruby-Script versions of RPGMaker, a simple script call is all you need to grand the player a reward. There was a minor bug detected. But while repaired, kyonides updated the reward display system with window position and font options.

If you have need to make your map events move about erratically, and you have need for it to be a scripted function, then you may wish to consider Random Move Type. Originally designed only for RPGMaker VXAce, it now works with all Ruby-based engines so you define events that move randomly in both two or four directions by way of script calls, and is suggested it may even control the player.



Creativity Section
Music and Audio
If a rough grainy texture, whether pitch black or sandy white is what you need, do not forget that Eric Matyas continues to Build a Massive Library of Free Images for Everyone. This week, six massive 2048x2048 tileable image were released, two of them extremely dark while four others if varied textures of sandy beach white.



Well, that's it for this week.

"Tomorrow is the first blank page of a 365-page book. Write a good one." - Brad Paisley


PROSPECTIVE GAZETEERS!

If you are the creator of a thread in Save-Point, you have the option of sending/writing your own entry into the Gazette. The Gazette accepts write-in announcements (which will be doublechecked). Likewise, the Gazette would welcome other content such as a comic-strip series, ongoing story arc, or the like.

Just PM DerVVulfman with the submissions. Submissions must be in by 10pm EST.

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  Random Move Type
Posted by: kyonides - 01-01-2024, 12:32 AM - Forum: Scripts Database - Replies (1)

Random Move Type
XP + VX + ACE

by Kyonides

Introduction

Do you want your events to randomly move horizontally or vertically only? Thinking
Then this scriptlet is right for you! Grinning
But I gotta say that it might also work with the player himself or herself! Shocked

How to Use

Call any of these methods:

Custom Event's Move Type Script Calls
Code:
random_move_horz!
random_move_vert!

Set Move Route Script Calls
Code:
move_horz_random
move_vert_random

Then take a look at the screenshots I have embedded here. Winking

4 Snapshots


Terms & Conditions

Free for use in ANY game. Gamer
Due credit is mandatory. Serious
Include a link to this post in your game credits file. Book
That's it! Tongue sticking out



Attached Files
.jpg   custom_move_route.jpg (Size: 196.27 KB / Downloads: 7)
.jpg   parallel_process_route.jpg (Size: 107.37 KB / Downloads: 7)
.jpg   custom_move_route_xp.jpg (Size: 157.27 KB / Downloads: 3)
.jpg   parallel_process_route_xp.jpg (Size: 73.18 KB / Downloads: 3)
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  RandomReward
Posted by: kyonides - 12-31-2023, 09:06 AM - Forum: Scripts Database - Replies (4)

RandomReward
XP + VX + ACE

by Kyonides

Introduction

Just as the script's name clearly implies, it allows you to set some sort of reward lotto into motion by using a single script call.

After it has granted the reward to the player, you can press the OK or Cancel button to return to the map. It could also close itself if no input is given.

How Does it Work?

You just need a simple script call to open the Reward scene.

Code:
now_reward([Type, ID, Amount], [:g, Amount], etc.)

Available Types: :i for Item, :w for Weapon, :a for Armor, :g for Gold

Example:
Code:
now_reward([:i,1,5],[:i,2,3],[:w,1,1],[:w,25,1],[:g,2000])

6 Snapshots


Terms & Conditions

Free for use in ANY game. Gamer
Due credit is mandatory.
Include a link to this post in your Credits text file.
That's it! Tongue sticking out



Attached Files
.jpg   randomreward_xp01.jpg (Size: 91.17 KB / Downloads: 8)
.jpg   randomreward_xp02.jpg (Size: 90.93 KB / Downloads: 8)
.jpg   randomreward_vx01.jpg (Size: 84.81 KB / Downloads: 8)
.jpg   randomreward_vx02.jpg (Size: 84.91 KB / Downloads: 8)
.jpg   randomreward_ace01.jpg (Size: 75.8 KB / Downloads: 7)
.jpg   randomreward_ace02.jpg (Size: 74.71 KB / Downloads: 7)
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